I just uploaded a "mod showcase" for this mod. This is the first in the series I plan to continue doing for my own mods, and eventually other community member's mods as well. Hopefully somebody finds this one useful, took me many days to make, more than I expected.
How consistently are you intended to be able to hit some higher tier enemies with this mod? Its difficult to know who to ask since there's like 3 or 4 big mods that have major changes to weapon and monster to hit modifiers. I've had issues in the past hitting liches at all even with adamantinum and 50ish skill, having the same issue in a new save with dragonlings, got sent to a dungeon full of them and was only just able to kill one after burning all my bandages and potions. Like i said its hard to know which mod is to blame between this MUDEX, roleplay and realism and probably some other mods with changes to monster and weapon calculations.
I'm honestly not sure. Last I played myself with a moderately large mod-list, I did notice dragonlings were extremely (not impossible though.) to hit, and liches were even harder to hit. I didn't check the player.log or anything, but it could be some compatibility thing going on, or maybe MUDEX just buffs those enemies particularly hard. I did notice the dragonlings were hitting extremely hard as well, so I have a feeling maybe some enemies were just buffed a tiny bit too much, just a guess though.
With the 1.0 release of DFU, it seems I can't hit any enemies and they can't hit me either when this is enabled. Hopefully you're still updating this mod, it's a must have in all my Daggerfall playthroughs
Sounds like an issue with your mod-list, I've been using this in my own playthrough recently with a good amount of mods and haven't had issues with attacking and being attacked, etc.
To test that possibility, I just disabled every mod with the exception of your mod, loaded my save and still nobody could hit me and I could not hit them. Just in case it may have been something with the save file, I also started a new game in the starter dungeon and tried it with only your mod activated, and still could not manage to hit or be hit by anything.
Meaner Monsters is optional. I don't remember why the last updated is that date, trust the upload date of the most up-to-date file more than that date.
Good on you for linking the github repo! But it would be better if you also released there, or on moddb or literally any other platform that doesn't require creating and account just to download the mod. Alternatively, you could include build instructions on github. Cheers and as always f*#@ Nexus!
I'm curious to see the numbers on weapon durability. I'm doing a playthrough as a dagger user and need to carry about 5 (elven) daggers to make it through a small dungeon because of how quickly they're wearing out.
So yeah, daggers are one of the least durable weapons in the game, the only short-blade that has a decent amount of durability is the short-sword really. I never really balanced the condition damage to account for the extremely low condition weapons like daggers.
My best suggestion would be to maybe try and use short-swords when possible, that or get the "Repair Tools" mod and sharpen your daggers often. But yeah, I'm aware it's not a system well balanced for stuff like daggers.
I'm having the same problem with my archery and short blades character. The repair mod also takes time and stamina and a lot of uses. The durability penalty is way too harsh for those weapon classes and just results in tedium and bookkeeping and lots of backup weapons.
How does this play with Daggerfall enemy expansion? Do the new monsters unbalance the armor system being very difficult to hit? Does it even work with that mod?
Some features would likely still work when DEX enemies are involved, but others would not, or they might just use default "fall-back" values rather than specific ones tailored for that enemy normally. So I guess the answer is both yes and no, this mod has not had any combability code written for the DEX mod specifically, not yet atleast.
"Soft Material Requirements" was a feature added in v1.30 of the mod, it allows harming any enemy with any material, but at a reduced amount depending on the distance in "tiers" of that material for the normal required "tier" of material necessary. I believe you can turn this off in the settings if you want.
Is/Will this be compatible with the Combat Overhaul project l3lessed is making? The Dodge Module seems to be finished I am keeping an eye out for when the Ambidexterity Module (which I heard is the successor to the Block Module) is fully released on Nexus and when It does I feel like these Combat Tweaks will be essential.
I haven't really spoke with l3lessed in awhile, so have not been keeping tabs on his project's progress. I don't currently have any plans specifically, but if he eventually does get in contact with me than I'd consider it. I do have plans to make a "v2.0" for this mod, but probably not exactly like what l3lessed is working on.
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https://youtu.be/fjQzjeNGRAQ
Update for functionality with DFU v1.0.0 (and hopefully any newer).
This Discord server would be the best place to reach me and post this log file: https://discord.gg/NCrDfzSMpz
Also, the 'last updated' appears to be august 2023 but actual files seem much older.
Any clarification would be appreciated, thanks!
doesn't require creating and account just to download the mod. Alternatively, you could include build instructions on github. Cheers
and as always f*#@ Nexus!
My best suggestion would be to maybe try and use short-swords when possible, that or get the "Repair Tools" mod and sharpen your daggers often. But yeah, I'm aware it's not a system well balanced for stuff like daggers.
The Dodge Module seems to be finished I am keeping an eye out for when the Ambidexterity Module (which I heard is the successor to the Block Module) is fully released on Nexus and when It does I feel like these Combat Tweaks will be essential.